src/gba/renderers/software-obj.c (view raw)
1/* Copyright (c) 2013-2015 Jeffrey Pfau
2 *
3 * This Source Code Form is subject to the terms of the Mozilla Public
4 * License, v. 2.0. If a copy of the MPL was not distributed with this
5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6#include "gba/renderers/software-private.h"
7
8#define SPRITE_NORMAL_LOOP(DEPTH, TYPE) \
9 SPRITE_YBASE_ ## DEPTH(inY); \
10 unsigned tileData; \
11 for (; outX < condition; ++outX, inX += xOffset) { \
12 renderer->spriteCyclesRemaining -= 1; \
13 SPRITE_XBASE_ ## DEPTH(inX); \
14 SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(inX); \
15 }
16
17#define SPRITE_MOSAIC_LOOP(DEPTH, TYPE) \
18 SPRITE_YBASE_ ## DEPTH(inY); \
19 unsigned tileData; \
20 if (outX % mosaicH) { \
21 if (!inX && xOffset > 0) { \
22 inX = mosaicH - (outX % mosaicH); \
23 outX += mosaicH - (outX % mosaicH); \
24 } else if (inX == width - xOffset) { \
25 inX = mosaicH + (outX % mosaicH); \
26 outX += mosaicH - (outX % mosaicH); \
27 } \
28 } \
29 for (; outX < condition; ++outX, inX += xOffset) { \
30 if (!(renderer->row[outX] & FLAG_UNWRITTEN)) { \
31 continue; \
32 } \
33 int localX = inX - xOffset * (outX % mosaicH); \
34 if (localX < 0 || localX > width - 1) { \
35 continue; \
36 } \
37 SPRITE_XBASE_ ## DEPTH(localX); \
38 SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(localX); \
39 }
40
41#define SPRITE_TRANSFORMED_LOOP(DEPTH, TYPE) \
42 unsigned tileData; \
43 unsigned widthMask = ~(width - 1); \
44 unsigned heightMask = ~(height - 1); \
45 for (; outX < condition; ++outX, ++inX) { \
46 if (!(renderer->row[outX] & FLAG_UNWRITTEN)) { \
47 continue; \
48 } \
49 renderer->spriteCyclesRemaining -= 2; \
50 xAccum += mat.a; \
51 yAccum += mat.c; \
52 int localX = xAccum >> 8; \
53 int localY = yAccum >> 8; \
54 \
55 if (localX & widthMask || localY & heightMask) { \
56 break; \
57 } \
58 \
59 SPRITE_YBASE_ ## DEPTH(localY); \
60 SPRITE_XBASE_ ## DEPTH(localX); \
61 SPRITE_DRAW_PIXEL_ ## DEPTH ## _ ## TYPE(localX); \
62 }
63
64#define SPRITE_XBASE_16(localX) unsigned xBase = (localX & ~0x7) * 4 + ((localX >> 1) & 2);
65#define SPRITE_YBASE_16(localY) unsigned yBase = (localY & ~0x7) * stride + (localY & 0x7) * 4;
66
67#define SPRITE_DRAW_PIXEL_16_NORMAL(localX) \
68 LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
69 tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
70 current = renderer->spriteLayer[outX]; \
71 if ((current & FLAG_ORDER_MASK) > flags) { \
72 if (tileData) { \
73 renderer->spriteLayer[outX] = palette[tileData] | flags; \
74 } else if (current != FLAG_UNWRITTEN) { \
75 renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
76 } \
77 }
78
79#define SPRITE_DRAW_PIXEL_16_NORMAL_OBJWIN(localX) \
80 LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
81 tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
82 current = renderer->spriteLayer[outX]; \
83 if ((current & FLAG_ORDER_MASK) > flags) { \
84 if (tileData) { \
85 unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
86 renderer->spriteLayer[outX] = color | flags; \
87 } else if (current != FLAG_UNWRITTEN) { \
88 renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
89 } \
90 }
91
92#define SPRITE_DRAW_PIXEL_16_OBJWIN(localX) \
93 LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
94 tileData = (tileData >> ((localX & 3) << 2)) & 0xF; \
95 if (tileData) { \
96 renderer->row[outX] |= FLAG_OBJWIN; \
97 }
98
99#define SPRITE_XBASE_256(localX) unsigned xBase = (localX & ~0x7) * 8 + (localX & 6);
100#define SPRITE_YBASE_256(localY) unsigned yBase = (localY & ~0x7) * stride + (localY & 0x7) * 8;
101
102#define SPRITE_DRAW_PIXEL_256_NORMAL(localX) \
103 LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
104 tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
105 current = renderer->spriteLayer[outX]; \
106 if ((current & FLAG_ORDER_MASK) > flags) { \
107 if (tileData) { \
108 renderer->spriteLayer[outX] = palette[tileData] | flags; \
109 } else if (current != FLAG_UNWRITTEN) { \
110 renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
111 } \
112 }
113
114#define SPRITE_DRAW_PIXEL_256_NORMAL_OBJWIN(localX) \
115 LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
116 tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
117 current = renderer->spriteLayer[outX]; \
118 if ((current & FLAG_ORDER_MASK) > flags) { \
119 if (tileData) { \
120 unsigned color = (renderer->row[outX] & FLAG_OBJWIN) ? objwinPalette[tileData] : palette[tileData]; \
121 renderer->spriteLayer[outX] = color | flags; \
122 } else if (current != FLAG_UNWRITTEN) { \
123 renderer->spriteLayer[outX] = (current & ~FLAG_ORDER_MASK) | GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY; \
124 } \
125 }
126
127#define SPRITE_DRAW_PIXEL_256_OBJWIN(localX) \
128 LOAD_16(tileData, ((yBase + charBase + xBase) & 0x7FFE), vramBase); \
129 tileData = (tileData >> ((localX & 1) << 3)) & 0xFF; \
130 if (tileData) { \
131 renderer->row[outX] |= FLAG_OBJWIN; \
132 }
133
134int GBAVideoSoftwareRendererPreprocessSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj* sprite, int y) {
135 int width = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][0];
136 int height = GBAVideoObjSizes[GBAObjAttributesAGetShape(sprite->a) * 4 + GBAObjAttributesBGetSize(sprite->b)][1];
137 int start = renderer->start;
138 int end = renderer->end;
139 uint32_t flags = GBAObjAttributesCGetPriority(sprite->c) << OFFSET_PRIORITY;
140 flags |= FLAG_TARGET_1 * ((GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) && renderer->target1Obj && renderer->blendEffect == BLEND_ALPHA) || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT);
141 flags |= FLAG_OBJWIN * (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_OBJWIN);
142 if ((flags & FLAG_OBJWIN) && renderer->currentWindow.priority < renderer->objwin.priority) {
143 return 0;
144 }
145 int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
146 x >>= 23;
147 x += renderer->objOffsetX;
148 uint16_t* vramBase = &renderer->d.vram[BASE_TILE >> 1];
149 bool align = GBAObjAttributesAIs256Color(sprite->a) && !GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt);
150 unsigned charBase = (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x20;
151 if (GBARegisterDISPCNTGetMode(renderer->dispcnt) >= 3 && GBAObjAttributesCGetTile(sprite->c) < 512) {
152 return 0;
153 }
154
155 int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt) && GBAWindowControlGetBlendEnable(renderer->objwin.packed) != GBAWindowControlIsBlendEnable(renderer->currentWindow.packed);
156 int variant = renderer->target1Obj &&
157 GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) &&
158 (renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
159 if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT || objwinSlowPath) {
160 int target2 = renderer->target2Bd;
161 target2 |= renderer->bg[0].target2;
162 target2 |= renderer->bg[1].target2;
163 target2 |= renderer->bg[2].target2;
164 target2 |= renderer->bg[3].target2;
165 if (target2) {
166 flags |= FLAG_REBLEND;
167 variant = 0;
168 } else {
169 flags &= ~FLAG_TARGET_1;
170 }
171 }
172
173 color_t* palette = &renderer->normalPalette[0x100];
174 color_t* objwinPalette = palette;
175
176 if (variant) {
177 palette = &renderer->variantPalette[0x100];
178 if (GBAWindowControlIsBlendEnable(renderer->objwin.packed)) {
179 objwinPalette = palette;
180 }
181 }
182
183 int inY = y - ((int) GBAObjAttributesAGetY(sprite->a) + renderer->objOffsetY);
184 int stride = GBARegisterDISPCNTIsObjCharacterMapping(renderer->dispcnt) ? (width >> !GBAObjAttributesAIs256Color(sprite->a)) : 0x80;
185
186 uint32_t current;
187 if (GBAObjAttributesAIsTransformed(sprite->a)) {
188 int totalWidth = width << GBAObjAttributesAGetDoubleSize(sprite->a);
189 int totalHeight = height << GBAObjAttributesAGetDoubleSize(sprite->a);
190 struct GBAOAMMatrix mat;
191 LOAD_16(mat.a, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].a);
192 LOAD_16(mat.b, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].b);
193 LOAD_16(mat.c, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].c);
194 LOAD_16(mat.d, 0, &renderer->d.oam->mat[GBAObjAttributesBGetMatIndex(sprite->b)].d);
195
196 if (inY < 0) {
197 inY += 256;
198 }
199 int outX = x >= start ? x : start;
200 int condition = x + totalWidth;
201 int inX = outX - x;
202 if (end < condition) {
203 condition = end;
204 }
205
206 int xAccum = mat.a * (inX - 1 - (totalWidth >> 1)) + mat.b * (inY - (totalHeight >> 1)) + (width << 7);
207 int yAccum = mat.c * (inX - 1 - (totalWidth >> 1)) + mat.d * (inY - (totalHeight >> 1)) + (height << 7);
208
209 // Clip off early pixels
210 // TODO: Transform end coordinates too
211 if (mat.a) {
212 if ((xAccum >> 8) < 0) {
213 int32_t diffX = -xAccum - 1;
214 int32_t x = mat.a ? diffX / mat.a : 0;
215 xAccum += mat.a * x;
216 yAccum += mat.c * x;
217 outX += x;
218 inX += x;
219 } else if ((xAccum >> 8) >= width) {
220 int32_t diffX = (width << 8) - xAccum;
221 int32_t x = mat.a ? diffX / mat.a : 0;
222 xAccum += mat.a * x;
223 yAccum += mat.c * x;
224 outX += x;
225 inX += x;
226 }
227 }
228 if (mat.c) {
229 if ((yAccum >> 8) < 0) {
230 int32_t diffY = - yAccum - 1;
231 int32_t y = mat.c ? diffY / mat.c : 0;
232 xAccum += mat.a * y;
233 yAccum += mat.c * y;
234 outX += y;
235 inX += y;
236 } else if ((yAccum >> 8) >= height) {
237 int32_t diffY = (height << 8) - yAccum;
238 int32_t y = mat.c ? diffY / mat.c : 0;
239 xAccum += mat.a * y;
240 yAccum += mat.c * y;
241 outX += y;
242 inX += y;
243 }
244 }
245
246 if (outX < start || outX >= condition) {
247 return 0;
248 }
249 renderer->spriteCyclesRemaining -= 10;
250
251 if (!GBAObjAttributesAIs256Color(sprite->a)) {
252 palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
253 if (flags & FLAG_OBJWIN) {
254 SPRITE_TRANSFORMED_LOOP(16, OBJWIN);
255 } else if (objwinSlowPath) {
256 objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
257 SPRITE_TRANSFORMED_LOOP(16, NORMAL_OBJWIN);
258 } else {
259 SPRITE_TRANSFORMED_LOOP(16, NORMAL);
260 }
261 } else {
262 if (flags & FLAG_OBJWIN) {
263 SPRITE_TRANSFORMED_LOOP(256, OBJWIN);
264 } else if (objwinSlowPath) {
265 SPRITE_TRANSFORMED_LOOP(256, NORMAL_OBJWIN);
266 } else {
267 SPRITE_TRANSFORMED_LOOP(256, NORMAL);
268 }
269 }
270 if (end == VIDEO_HORIZONTAL_PIXELS && x + totalWidth > VIDEO_HORIZONTAL_PIXELS) {
271 renderer->spriteCyclesRemaining -= (x + totalWidth - VIDEO_HORIZONTAL_PIXELS) * 2;
272 }
273 } else {
274 int outX = x >= start ? x : start;
275 int condition = x + width;
276 int mosaicH = 1;
277 if (GBAObjAttributesAIsMosaic(sprite->a)) {
278 mosaicH = GBAMosaicControlGetObjH(renderer->mosaic) + 1;
279 if (condition % mosaicH) {
280 condition += mosaicH - (condition % mosaicH);
281 }
282 }
283 if ((int) GBAObjAttributesAGetY(sprite->a) + height - 256 >= 0) {
284 inY += 256;
285 }
286 if (GBAObjAttributesBIsVFlip(sprite->b)) {
287 inY = height - inY - 1;
288 }
289 if (end < condition) {
290 condition = end;
291 }
292 int inX = outX - x;
293 int xOffset = 1;
294 if (GBAObjAttributesBIsHFlip(sprite->b)) {
295 inX = width - inX - 1;
296 xOffset = -1;
297 }
298 if (!GBAObjAttributesAIs256Color(sprite->a)) {
299 palette = &palette[GBAObjAttributesCGetPalette(sprite->c) << 4];
300 if (flags & FLAG_OBJWIN) {
301 SPRITE_NORMAL_LOOP(16, OBJWIN);
302 } else if (mosaicH > 1) {
303 if (objwinSlowPath) {
304 objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
305 SPRITE_MOSAIC_LOOP(16, NORMAL_OBJWIN);
306 } else {
307 SPRITE_MOSAIC_LOOP(16, NORMAL);
308 }
309 } else if (objwinSlowPath) {
310 objwinPalette = &objwinPalette[GBAObjAttributesCGetPalette(sprite->c) << 4];
311 SPRITE_NORMAL_LOOP(16, NORMAL_OBJWIN);
312 } else {
313 SPRITE_NORMAL_LOOP(16, NORMAL);
314 }
315 } else {
316 if (flags & FLAG_OBJWIN) {
317 SPRITE_NORMAL_LOOP(256, OBJWIN);
318 } else if (mosaicH > 1) {
319 if (objwinSlowPath) {
320 SPRITE_MOSAIC_LOOP(256, NORMAL_OBJWIN);
321 } else {
322 SPRITE_MOSAIC_LOOP(256, NORMAL);
323 }
324 } else if (objwinSlowPath) {
325 SPRITE_NORMAL_LOOP(256, NORMAL_OBJWIN);
326 } else {
327 SPRITE_NORMAL_LOOP(256, NORMAL);
328 }
329 }
330 if (end == VIDEO_HORIZONTAL_PIXELS && x + width > VIDEO_HORIZONTAL_PIXELS) {
331 renderer->spriteCyclesRemaining -= x + width - VIDEO_HORIZONTAL_PIXELS;
332 }
333 }
334 return 1;
335}
336
337void GBAVideoSoftwareRendererPostprocessSprite(struct GBAVideoSoftwareRenderer* renderer, unsigned priority) {
338 int x;
339 uint32_t* pixel = &renderer->row[renderer->start];
340 uint32_t flags = FLAG_TARGET_2 * renderer->target2Obj;
341
342 int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt);
343 bool objwinDisable = false;
344 bool objwinOnly = false;
345 if (objwinSlowPath) {
346 objwinDisable = !GBAWindowControlIsObjEnable(renderer->objwin.packed);
347 objwinOnly = !objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed);
348 if (objwinDisable && !GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
349 return;
350 }
351
352 if (objwinDisable) {
353 for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
354 uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
355 uint32_t current = *pixel;
356 if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && !(current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
357 _compositeBlendObjwin(renderer, pixel, color | flags, current);
358 }
359 }
360 return;
361 } else if (objwinOnly) {
362 for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
363 uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
364 uint32_t current = *pixel;
365 if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (current & FLAG_OBJWIN) && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
366 _compositeBlendObjwin(renderer, pixel, color | flags, current);
367 }
368 }
369 return;
370 } else {
371 for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
372 uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
373 uint32_t current = *pixel;
374 if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
375 _compositeBlendObjwin(renderer, pixel, color | flags, current);
376 }
377 }
378 return;
379 }
380 } else if (!GBAWindowControlIsObjEnable(renderer->currentWindow.packed)) {
381 return;
382 }
383 for (x = renderer->start; x < renderer->end; ++x, ++pixel) {
384 uint32_t color = renderer->spriteLayer[x] & ~FLAG_OBJWIN;
385 uint32_t current = *pixel;
386 if ((color & FLAG_UNWRITTEN) != FLAG_UNWRITTEN && (color & FLAG_PRIORITY) >> OFFSET_PRIORITY == priority) {
387 _compositeBlendNoObjwin(renderer, pixel, color | flags, current);
388 }
389 }
390}